varying vec3 normal;	//stores normal per vertex, will be interpolated automatically by fragment shader and be available per fragment



void main()
{
	//assume lightdir arrives normalized (due to openGL)
	//normals are also normalized by OpenGL
	normal = gl_NormalMatrix * gl_Normal;	//does all the matrix transformation stuff, so that weh have the normal in eye coords
	
	gl_Position = ftransform();
}